Delver Alpha Version History

This is the page for the history of Delver-Alpha-3/1/12 to Delver-Alpha-11/3/12 . For Version History of Delvedit go here. Note that this page does not contain all of the download links as it is still under construction.

Paid Alpha

From Delver Alpha 11/18/12 onward Delver now must be bought all vertions currently under this section cost $5 and may be purchased here. Note that any of the builds that say Closed Testing are unavailible unless you sked Intterupt on the Tigsource Forum Thread.

Version

Change Log

10-23-13

Totally revamped art

All new sounds

Starting camp area, with shops

Post game stats

And much more!

5-13-13

* Upgraded to the latest version of LibGdx, Lwjgl

touches potentially everything - input, audio, graphics, menus

Added super basic gamepad support for 360 controllers on OSX

Removed mesh cache cleanup code on level change

5-9-13

*Smarter mesh generation code in an attempt to fix the random triangles of doom glitch

5-6-13

*Atempt to fix the graphical glitch

4-21-13

* Entity collision - this has been mucked with a ton to support angled walls and things like entities standing on entities

Decals - blood and hit marks

Static mesh batching - used for decorative and structural geometry like bridges

Better stacking support - stacks should add onto stacks when picked up

Projectile collisions are now more accurate

Flying enemies should fly around the space available, and not stay at the same height

Fixed hitboxes for some enemies, like bats

Fixed entity sprites being offset incorrectly (like the boss monster)

Map updated to show angled walls

0.65

This is the first paid version of Delver

Bug fixes

Free Alpha

The following table shows the change logs of the free Alpha period of Delver. They range from Delver-Alpha-3/1/12 to Delver-Alpha-11/3/12.

Version

Change Log

Download

11-3-12

Note: This is the final free version for Delver, further vesions need to be bought!

Game updates are no longer tied to 60hz, this should make the game smoother on devices that couldn't keep up with that

Gave wands a slight cooldown

The item pickup text that displays on hover is now tied to the UI size option

Chunked up rendering into 17x17 tile chunks instead of drawing the level as one big mesh, a chunk also is in control of drawing it's static entities. Should see some kind of performance improvement now that it's easier to filter out what needs to be drawn

Moved dungeon generator assets into one generator.zip file instead of being loose files, should fix issues where levels used the wrong theme and now the generator will find and use any level file ending with .dat in one of the generator folders in the zip instead of having to rely on some naming convention.

More visual variety in the dungeons, added some new textures using the new texture list addition to dungeons.dat.

Fixed a mesh loading related crash on video cards that don't support glGenBuffers. Meshes won't display on these graphics cards until I make a custom mesh loader that avoids that call.

9-6-12

Reduced arrow collision size

Added speed modifier status effects

Ice damage now slows the target briefly

Reduced ice wand damage, increased charges

Monsters now get poisoned from poison damage properly

8-30-12

Fixed upscaled sprites being the wrong size

Arrows now use the beam rendering code instead of being meshes

Download

8-23-12

Minimap is now displaying when using the fallback renderer

Fixed waterfalls being hidden in the fallback renderer (still not animated though)

Fixed mesh coloring in the fallback renderer

Reverted the Windows savegame folder lookup, now looks alongside the working directory again while I iron out some issues with saving in My Documents

Download

8-22-12

Reverted input changes from last version, will fix hotkeys

Message to pick up an item now shows it's stats

Added a minimap in place of the map icon

Download

8-20-12

Possible fix for jerky mouse movement

Performance improvement: frustrum culling for rendered meshes, based off their calculated bounding box

Meshes now use the same shader as the level geometry

Crosshair when charging an attack for a ranged weapon (junk, bows, wands)

Charging animation for bows

Attempting to draw a character not in the font no longer crashes the game, will instead display '?'

Download

8-16-12

Graphics for particles moved to a new particles.png file so animated particles don't clutter sprites.png

Fixed issue where fast playing animations would skip the first frame

Windows now places a Delver folder in /My Documents/My Games/ which is used for mod loading and savegames, instead of looking in the working directory. Will fix people's issues where the working directory was set incorrectly and therefore crashed when saving

Download

8-14-12

Wand explosion now has a few frames of animation so that it doesn't just hover there

New hit effect for mobs using one of Seiseki's animated particle examples:

Seems like all the crashes are due to people running integrated GPUs that don't support shaders. I hacked together a quick GL10 immediate mode renderer that will kick in for people that don't support shaders. It's chock full of visual issues - the biggest of which is that there's no dynamic lighting support as of now - but it's better than the game not starting at all.

Been making some progress lately, the game is now fully playable on Android, I replaced the inventory system with one more like in Ultima Underworld, and added the macguffin (Yithiian Orb) and a boss monster (Lich) on the final level. When the player has the Orb monsters will continously spawn and the player will need to make a mad dash back up to the dungeon entrance.

3-24: the sound update! I Updated libGdx to the latest nightly version, catching up on months worth of bugfixes, which should take care of all the save / load related issues and now the game can again run on Android. Also implemented a bunch of sound effects so most of my time lately has been in making things sound good. Thanks for the prod DrDerekDoctors, had been ignoring audio for too long.

Implemented a new monster and item manager to generate random items from json data files, and revamped the combat system to include all the new weapon and armor stats. Also fleshed out the second and third dungeon levels to provide a taste of how the game should play.

Woo! There's a sorta working inventory system in but until I add in screen switching support it's just the hotbar portion. The 1- 6 keys equip or unequip an item, and the last unequipped item is selected in red and can be dropped via the 'Q' key